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Martial Manoeuvres

To provide martial classes more options in and out of combat Barbarian, Fighters, Rogues, and Monks gain the Martial Adept Feat everytime their classes grant them an ability score improvement, this is in addition to the ability score improvement or feat they choose.   You can change the manoeuvres you know whenever you finish a long, medium, or short rest. In addition, whenever a Feature grants you a superiority die (including the Martial Adept Feat) you gain one additional superiority die.  

Level 1

Aggressive Sprint

As a bonus action on your turn, you can expend an Superiority Die to draw upon your battle fury and move up to your full speed toward a hostile creature you can see.  

Blinding Debris

As a bonus action, you can expend an Superiority Die and force a creature within 10 feet to make a Constitution saving throw. On a failure, it takes piercing damage equal to your Superiority Die and is blinded until the start of your next turn.  

Brace Up

Prerequisites: Constitution of 11 You steel yourself for combat, preparing to take incoming blows. As a bonus action, you can expend an Superiority Die to gain temporary hit points equal to 1 + your Superiority Die.  

Charlatan's Guile

Prerequisites: Dexterity or Charisma of 11 Whenever you make a Dexterity (Sleight of Hand), Charisma (Deception), or a Charisma (Performance) check, you can expend an Superiority Die and add it to the result of your roll. You can use this Manoeuvre after you roll, but before you whether you succeed or fail.  

Commander's Presence

Prerequisites: Intelligence or Charisma of 11 Whenever you make a Charisma (Intimidation), Charisma (Persuasion), or Intelligence (History) check, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Crippling Strike

When you hit a creature with a weapon attack, you can expend an Superiority Die and force it to make a Dexterity saving throw. On a failure, it takes additional damage equal to your Superiority Die and its speed is 0 until the start of your next turn.  

Disarm

When you hit a creature with a weapon attack, you can expend an Superiority Die to force it to make a Strength saving throw. On a failure, it takes additional damage equal to your Superiority Die, and it drops an item of your choice it is holding.  

Feat of Strength

Prerequisites: Strength or Constitution of 11 Whenever you make a Strength or Constitution-based ability check or saving throw, you can expend an Superiority Die and add it to the result of your roll. You can use this Manoeuvre after you roll, but before you know whether you succeed or fail.  

Feint

When you make a melee weapon attack against a creature that can see you, you can expend an Superiority Die to attempt a feint as part of that attack. The target of your attack must succeed on a Wisdom saving throw, or you add your Superiority Die to both your attack roll and damage roll for that attack.  

First Aid

As an action, you can touch a conscious and willing creature and expend an Superiority Die to heal them. As a reaction, the target can expend a Hit Die to regain hit points equal to its Hit Die + its Constitution modifier +your Superiority Die.  

Heroic Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend an Superiority Die and add it to the result of your roll. You can use this Manoeuvre after you roll, but before you know whether you succeed or fail.  

Hurl

Prerequisites: Strength of 11 In place of an attack, you can expend an Superiority Die to throw an object you are holding at a target you can see within 60 feet, forcing it to make a Dexterity saving throw. On a failed save, both the object and target take bludgeoning damage equal to your Superiority Die + your Strength modifier.  

Keen Observation

Prerequisites: Intelligence or Wisdom of 11 Whenever you make an Intelligence (Investigation), Wisdom (Insight), or a Wisdom (Perception) check you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Lightstep

Prerequisites: Dexterity of 11 Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, or roll initiative, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know whether you succeed or fail.  

Menacing Shout

As a bonus action, you can expend an Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.   The fear effect ends early for the target if the frightened creature sees you take damage of any kind.  

Mighty Leap

Prerequisites: Strength of 11 When you make a running or standing jump, you can expend an Superiority Die to increase your jump distance by a number of feet equal to 5 times the Superiority Die roll (minimum of 5 feet), even if this distance would exceed your remaining speed.  

Mighty Thrust

Prerequisites: Strength of 11 In place of an attack, you can expend an Superiority Die to force a creature within reach to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on the saving throw.  

Precision Strike

Prerequisites: Dexterity of 11 When you make a weapon attack, you can expend an Superiority Die and add it to the attack roll. You can use this Manoeuvre after you roll, but before you know if the attack hits or misses.  

Reposition

As a bonus action, you can expend an Superiority Die to switch places with a conscious and willing creature within 5 feet of you, without either of you provoking opportunity attacks.   Moreover, the first one of you that gets hit with an attack before the beginning of your next turn gains a bonus to their Armour Class against that attack equal to your Superiority Die.  

Riposte

Prerequisites: Dexterity of 11 As a reaction when a creature you can see targets you with a melee attack, you can expend an Superiority Die and add it to your Armour Class against the attack. If the attack misses, you can immediately make a weapon attack against your attacker.  

Ruthless Strike

Prerequisites: Strength of 11 When you hit a creature with a melee weapon attack, you can expend an Superiority Die and add it to the damage of the attack. You can use this Manoeuvre after you know if your attack hits.  

Scholar's Insight

Prerequisites: Intelligence of 11 Whenever you make an Intelligence (Arcana), Intelligence (Nature), or Intelligence (Religion) check, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Skilled Rider

Prerequisites: Wisdom of 11 When you are riding a trained mount and the mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend an Superiority Die and add it to the roll. You can use this Manoeuvre after roll, but before you know if it succeeded or failed.  

Survivalist's Craft

Prerequisites: Wisdom of 11 Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Wisdom (Survival) check, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Superiority Die to force it to make a Dexterity saving throw. On a failed save, it falls prone and takes bludgeoning damage equal to your Superiority Die. Creatures more than one size larger than you have advantage on their saving throw.  

Higher Education

Prerequisite: Intelligence of 11 When you make an Intelligence (History), Wisdom (Animal Handling), or Charisma (Persuasion) check, you can expend an Superiority Die and add it to the roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Destructive Strike

Prerequisites: Strength of 11 When you hit a nonmagical object with an attack, you can expend an Superiority Die, adding it to the damage roll of that attack, and causing that attack to deal maximum damage.  

Lunge

When you make a melee weapon attack, you can expend an Superiority Die to increase the range of that attack by 5 feet. On hit, you add your Superiority Die to the damage roll of the attack.  

Navigator's Know-how

Prerequisites: Intelligence or Wisdom of 11 When you make an ability check with cartographer's tools, navigator's tools, or land or water vehicles, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Street Smarts

Prerequisite: Charisma of 11 Whenever you make a Charisma (Investigation), Charisma (Persuasion), or Charisma (History) check, you can expend an Superiority Die and add it to the roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Take Down

Prerequisites: Strength of 11 As a bonus action, you can expend an Superiority Die to make a Shove or Grapple attack against a creature in your reach, adding your Superiority Die to your Strength (Athletics) check.  

Tinker's Intuition

Prerequisites: Intelligence of 11 Whenever you make an ability check with a set of artisan's tools, thieves' tools, or tinker's tools, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Warding Strike

When a creature moves into the reach of a melee weapon you are wielding, you can use your reaction to expend an Superiority Die and make a melee weapon attack against that creature. On hit, you add your Superiority Die to the damage of the attack.  

Level 2

Concussive Blow

Prerequisites: 5th level, Strength of 13 When you hit a creature with a melee attack, you can expend an Superiority Die to empower your attack, and force it to make a Constitution saving throw. On a failed save, the target suffers the following effects until the beginning of your next turn: Its speed is reduced to 0. It can speak only falteringly. It cannot take actions, bonus actions, or reactions. It has disadvantage on Dexterity saving throws.  

Crushing Strike

Prerequisites: 5th level, Strength of 13 When you hit a creature with a melee weapon attack, you can expend an Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes extra damage equal to your Superiority Die, and its Armor Class is reduced by 1 until its defences are repaired, or it finishes a short or long rest.  

Defensive Stance

Prerequisites: 5th level As a bonus action, you can expend an Superiority Die to enter a defensive stance which lasts until the start of your next turn. Each time a creature that you can see hits you with an attack while you are in your defensive stance, you roll your Superiority Die and add it to your Armour Class against the attack.  

Dirty Hit

Prerequisites: 5th level, Dexterity of 13 When you hit a creature with a weapon attack, you can expend an Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Superiority Die, and until the start of your next turn it cannot take reactions and its speed is halved.  

Execute

Prerequisites: 5th level, Strength of 13 In place of an attack, you can expend an Superiority Die to try to execute an incapacitated or prone creature within 5 feet of you. Make an attack roll with a melee weapon and add your Superiority Die to the attack roll. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to 0.  

Flaming Shot

Prerequisites: 5th level When you make a ranged weapon attack, you can expend an Superiority Die to light the ammunition aflame. On hit, the target takes additional fire damage equal to your Superiority Die.   If your target is a flammable object that is not being worn or carried, you can ignite it in place of dealing damage.  

Heroic Will

Prerequisites: 5th level Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend an Superiority Die and add it to the result of your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Martial Focus

Prerequisites: 5th level When you make a weapon attack, you can expend an Superiority Die as part of the attack to grant yourself advantage on your attack roll. You can use this Manoeuvre after you roll, but before you know whether your attack hits or misses your target.  

Redirect

Prerequisites: 5th level As a reaction when a creature you can see misses you with a melee attack, you can expend an Superiority Die and force it to repeat its attack against a target of your choice within reach. On hit, it deals additional damage equal to your Superiority Die.  

Shield Impact

Prerequisites: 5th level As a reaction when a creature you can see hits you with an attack, you can expend an Superiority Die to reduce the damage by an amount equal to your Superiority Die + your Constitution modifier. You must be wielding a shield to use this Manoeuvre.  

Suppressing Strike

Prerequisites: 5th level When you hit a creature with a weapon attack, you can expend an Superiority Die and force it to make a Constitution saving throw. On a failed save, it takes additional damage equal to your Superiority Die, and it is blinded, deafened, or muted (your choice) until the start of your next turn.  

Take Cover

Prerequisites: 5th level As a reaction when a creature you can see targets you with a ranged attack or forces you to make a Dexterity saving throw, you can expend an Superiority Die to immediately fall prone and gain temporary hit points equal to your Superiority Die.  

Volley

Prerequisites: 5th level, Dexterity of 13 As an action, you can expend an Superiority Die to fire a volley of ammunition at a point you can see within the normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failed save, they take piercing damage equal to your Superiority Die + your Dexterity modifier, and half as much damage on a success.   You must have enough ammunition to hit each target.  

Warrior's Challenge

Prerequisites: 5th level As a bonus action, you can expend a Superiority Die and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll it makes against targets other than you for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.  

Whirlwind Strike

Prerequisites: 5th level, Strength or Dexterity of 13 In place of an attack, you can expend an Superiority Die and force each creature within range of the melee weapon you are wielding to make a Dexterity saving throw. They take damage equal to your Superiority Die + either your Strength or Dexterity modifier on a failure, and half as much on a successful save.  

Glancing Blow

Prerequisites: 5th level When you make a melee weapon attack and miss, you can expend an Superiority Die to immediately repeat your attack against another target within the reach of your weapon.  

Improvised Skill

Prerequisites: 5th level When you make an ability check that doesn't include your proficiency bonus, you can expend an Superiority Die and add it to your roll. You can use this Manoeuvre after you roll, but before you know if you succeed or fail.  

Intimidating Command

Prerequisite: 5th level, Charisma of 13 As a bonus action, you can expend an Superiority Die and shout a one-word command at a creature that can hear you within 30 feet, and force it to make a Wisdom saving throw. On a failure, it obeys your command on its next turn, unless the command is directly harmful to itself or impossible to follow.  

Thunderous Blow

Prerequisites: 5th level, Strength of 13 When you hit a creature with a melee weapon attack, you can expend an Superiority Die and force it to make a Strength saving throw. On a failure, it takes additional bludgeoning damage equal to your Superiority Die and is pushed away from you a number of feet equal to 5 times your Strength modifier. A creature larger than you has advantage on its saving throw.  

Trick Shot

Prerequisites: 5th level, Dexterity or Intelligence of 13 As a bonus action, you can expend an Superiority Die to make a ranged weapon attack with a finesse and thrown weapon.   This ranged attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target within range. If this attack would normally have disadvantage, it does not. On hit, you add your Superiority Die to the damage roll of the attack.  

Zephyr Slash

Prerequisites: 5th level, Strength or Dexterity of 13 As an action, you can expend an Superiority Die and flourish your melee weapon then instantly move up to 30 feet in a straight line. Creatures you pass through must succeed on a Dexterity saving throw or take damage equal to twice your Superiority Die + your Strength or Dexterity modifier (your choice).   This movement does not provoke opportunity attacks.  

Level 3

Disorienting Blow

Prerequisites: 9th level, Strength of 15 When you hit with a melee weapon attack, you can expend an Superiority Die to strike with overwhelming force. The creature takes additional damage equal to twice your Superiority Die and it suffers the following effects for 1 minute:   Its speed is halved. It cannot take reactions. Its Armour Class is reduced by 2. Its Dexterity saving throw bonus is reduced by 2. On its turn it can only take an action or a bonus action. It cannot make more than one attack during its turn.   The creature can make a Wisdom saving throw at the end of each of its turns, ending the effects of this Manoeuvre on a successful save.   This Maneuver's effects do not stack with slow.  

Heroic Focus

Prerequisites: 9th level As a bonus action, you can expend a Superiority Die to enter a heightened state of combat focus which you must concentrate on as if you were concentrating on a spell. For the next minute, or until you lose your concentration, you gain the following benefits:   Your speed is doubled. You gain a +2 bonus to your Armour Class. You have advantage on Dexterity saving throws. You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.   This Maneuver's effects do not stack with the haste spell.  

Mythic Athleticism

Prerequisites: 9th level, Strength or Constitution of 15 As a bonus action, you can expend a Superiority Die to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. For the next 10 minutes, you gain the benefits listed below:   Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10. Your speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet). You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple. Both your long and high jump distances double, even if that distance would exceed your remaining movement. When the effects of this Manoeuvre would end you can expend one of your Hit Dice to increase the duration by 10 minutes.  

Resilient Body

Prerequisites: 9th level, Constitution of 15 When you take damage from a source you can see, you can expend an Superiority Die to reduce the damage by twice your Superiority Die + your Constitution modifier. Any hit points not consumed by the attack become temporary hit points.  

Thunderous Shot

Prerequisites: 9th level, Dexterity of 15 In place of an attack, you can expend an Superiority Die and fire a piece of ammunition in a straight line, forcing creatures in that line out to the normal range of the weapon to make a Dexterity saving throw. Creatures take your weapon's normal damage plus piercing damage equal to twice your Superiority Die on a failed save, and half as much damage on a success.  

War Cry

Prerequisites: 9th level As an action, you can expend an Superiority Die and issue a mighty war cry, forcing any creatures in an adjacent 30 foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.  

Daring Rescue

Prerequisite: 9th level As a reaction when a creature within 30 feet is reduced to 0 hit points, you can expend an Superiority Die and attempt to save it. You can immediately move up to twice your speed, so long as you end your movement within 5 feet of the downed ally.   Your ally can then expend one of its Hit Dice to instantly regain hit points equal to its Hit Die roll + its Constitution modifier + temporary hit points equal to one roll of your Superiority Die for each opportunity attack you provoked.  

Gale Force Slash

Prerequisites: 9th level, Strength or Dexterity of 15 In place of an attack, you can expend an Superiority Die to rend the air in front of you with a melee weapon. Creatures in an adjacent 20-foot cone must make a Constitution saving throw. Targets take slashing damage equal to twice your Superiority Die + either your Strength or your Dexterity modifier (your choice), on a failure, and half as much on a success.  

Inspirational Speech

Prerequisites: 9th level, Charisma of 15 You can expend a Superiority Die and spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.   While the temporary hit points from this Manoeuvre last, the creatures have advantage on Wisdom saving throws.  

Level 4

Expert Determination

Prerequisites: 13th level As an action, you can expend an Superiority Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add your Superiority Die to any check you make that uses the chosen skill, without expending one of your Manoeuvre Dice.  

Fluid Movements

Prerequisites: 13th level, Dexterity of 17 As a bonus action, you can expend a Superiority Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:   Your movement is unaffected by difficult terrain. You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action. Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple. Swimming or being underwater imposes no penalties on your movements or your attack rolls.  

Staggering Blow

Prerequisites: 13th level, Strength of 17 When you hit a creature with a melee weapon attack, you can expend an Superiority Die to strike with near-supernatural force. The creature takes additional bludgeoning damage equal to three times your Superiority Die, and it has disadvantage attack rolls and ability checks, and can't take reactions for 1 minute.   The creature can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.  

Quick Draw

Prerequisites: 13th level, Dexterity of 17 As a bonus action, you can expend a Superiority Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action to make two ranged weapon attacks so long as you have ammunition.   This Manoeuvre 's effects don't stack with the swift quiver spell.  

Unbreakable

Prerequisites: 13th level, Constitution of 17 When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to expend an Superiority Die to fall to 1 hit point.  

Sundering Strike

Prerequisite: 13th level, Strength of 17 In place of an attack, you can expend an Superiority Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage. Any magic creation of 3rd-level or lower is instantly destroyed. If the target was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the spell’s level. On a successful check, it is dispelled.  

5th level

Manoeuvres of this degree are feats of skill that rival demigods. These Manoeuvres can only be learned by fighters of 17th level or higher, and each can only be used once per short or long rest.  

Storm of Arrows

Prerequisites: 17th level, Dexterity of 19 In place of an attack, you can expend an Superiority Die to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must make a Dexterity saving throw. Targets take piercing damage equal to four rolls of your Superiority Die + your Dexterity modifier on a failed save, and half on a success.   You must have enough ammunition to hit each target.  

Steel Wind Slash

Prerequisites: 17th level, Strength or Dexterity of 19 In place of an attack, you expend an Superiority Die and flourish your melee weapon then vanish. Choose up to five creatures you can see within 30 feet of, making a melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to four rolls of your Superiority Die + either your Strength or Dexterity modifier (your choice).   You then appear in an unoccupied space of your choice that you can see within 5 feet of one of the targets of this Manoeuvre .  

Cataclysmic Slam

Prerequisites: 17th level, Strength of 19 In place of an attack, you can expend an Superiority Die and strike the ground at your feet with legendary power. A shockwave of earth and thunderous force erupts from you, forcing any creatures within 30 feet to make a Constitution saving throw. On a failed save, creatures take bludgeoning damage equal to three rolls of your Superiority Die + your Strength modifier and are knocked prone. On a successful save, creatures take half as much damage and don't fall prone. Any objects within this area take the maximum amount of damage.   The area becomes difficult terrain until a creature uses its action to clear one 5 foot square of this difficult terrain.   Mythic Focus Prerequisites: 17th level As a bonus action, you can expend a Superiority Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:   You gain 50 temporary hit points. If any of these remain when the effects of this Manoeuvre end, they are lost. You have advantage on any weapon attacks you make. Once per turn when you hit a target with a weapon attack, you can deal additional damage equal to your Superiority Die. You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to your Superiority Die. When you take the Attack action on your turn, you can make an additional weapon attack as part of that action. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.   This Manoeuvre doesn't stack with tenser's transformation.

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